Example with CoronaSDK using PhysicsEditor & TexturePacker

As requested on the Corona forum I created a small example using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets. I use the excellent SpriteGrabber class from the corona forum to split the sheet. Please use the current PhysicsEditor 1.0.6b2 or newer if you want to try this example – it might [...]

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Case study: Lander Hero

Antti Lehtinen describes how he used PhysicsEditor to create his iPad game called Lander Hero

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PhysicsEditor 1.0.5 update for Mac

I had planned to release a bigger update with many wishes fulfilled but I had to pause on that and do a small release before since the big update is not in a stable phase yet. Since I already used a preview version of PhysicsEditor for the book I had worked on together with Steffen [...]

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PhysicsEditor + Cococs2d (in german)

Christoph Bockhahn from www.iphone-entwicklung.net posted a short description about how to use PhysicsEditor with Cocos2d. The blog post in german is here: PhysicsEditor in Verwendung mit Cocos2D Thanks you, Christoph!

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Example how to use TexturePacker and PhysicsEditor in a cocos2d project

I recently added a post to my TexturePacker blog showing how to use TexturePacker and PhysicsEditor in one cocos2d project.

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Setting collision parameters

Complex objects like the ones you can define inside PhysicsEditor consist of several shapes (fixtures). Both chipmunk and box2d combine these into bodies. One important thing is that even simple shapes might get divided into several polygons – e.g. if one polygon is concave. In this case PhysicsEditor decomposes them into convex polygons and distributes [...]

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Adobe Flash / ActionScript Exporter for Box2D shapes with PhysicsEditor

Yesterday I took my first steps in Adobe’s Flash environment. I was amazed how simple it is to create things! Starting from zero I found Emanuele Feronato’s Blog and took a quick lesson in Flash and Box2d. Starting with his tutorial I managed to get my own demo up and running, creating an exporter for [...]

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Chipmunk generic loader + chipmunk cocos2d demo

The newest beta version of PhysicsEditor now comes with a body factory for iOS/MacOS based targets. (Sprites used in this example are from VectorJungle.com) The loader is located in the loaders folder inside the dmg file. The class is called GCpShapeCache. For windows users: The folder with the loaders is inside the application’s folder after [...]

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Preparing for AndEngine

I am currently preparing the output format for AndEngine. It’ll be XML based and simple to parse. Here’s the current draft: <?xml version="1.0" encoding="UTF-8"?> <bodydef version="1.0">     <bodies>         <!– body definition –>         <body name="hotdog">             <!–           [...]

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